Making Money in 1.04

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Pocus
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RE: Making Money in 1.04

Post by Pocus »

no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.

+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.
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taltamir
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RE: Making Money in 1.04

Post by taltamir »

I see now. yes that would be useful.
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Erik Rutins
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RE: Making Money in 1.04

Post by Erik Rutins »

ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.

Adding in the total/average demand is on our list, FYI.
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Gertjan
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RE: Making Money in 1.04

Post by Gertjan »

Good!
Gertjan
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RE: Making Money in 1.04

Post by Gertjan »

But please don't turn the game into a spreadsheet game by adding all kinds of statistics.
gargoil
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RE: Making Money in 1.04

Post by gargoil »

ORIGINAL: Gertjan

But please don't turn the game into a spreadsheet game by adding all kinds of statistics.

I both agree and disagree with your statement. I do not want to have the game turn into something you play FROM A SPREADSHEET. But I disagree with your statement about NOT adding all kinds of statistics.

a) If you don't want to look at the stats, then don't.
b) how does having more that you can look at if you wish too harm the game?
c) I don't care how much detail they put into a game if I can't SEE that detail in some way. You might as well throw out all that detail and just roll some dice - I would not be able to see the difference if you don't give me some empirical data.

Edited for spelling.
Sliverine
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RE: Making Money in 1.04

Post by Sliverine »

Its not that one shouldnt expand fast. After all, expansion and more new colonies do give you more cash. Its just that whether you expand slowly or in a burst of colonization, you still gain a higher income, just that gain would be significantly decreased if u didnt prioritise your expansion i.e. 39 underdeveloped worlds might give 40k more income but 3 fully developed ones might give over 200k more
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Fishman
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RE: Making Money in 1.04

Post by Fishman »

There is one interesting quirk that can result in economic crashes: Being TOO successful. If a commodity suffers a sudden crash in price as a result of you glutting the market in it, if you were depending on that commodity as your moneymaker, and it crashes from $100 a unit to $0.5, you can imagine what this does to your profit margin. I suspect this is the true cause of mining-base-related income crashes, as the player doesn't actually pay the upkeep on mining bases, PRIVATE does.
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jscott991
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RE: Making Money in 1.04

Post by jscott991 »

ORIGINAL: Fishman

There is one interesting quirk that can result in economic crashes: Being TOO successful. If a commodity suffers a sudden crash in price as a result of you glutting the market in it, if you were depending on that commodity as your moneymaker, and it crashes from $100 a unit to $0.5, you can imagine what this does to your profit margin. I suspect this is the true cause of mining-base-related income crashes, as the player doesn't actually pay the upkeep on mining bases, PRIVATE does.

Of course this information is almost impossible to find or track.
Sliverine
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RE: Making Money in 1.04

Post by Sliverine »

yea i think the mining base's upkeep is privately paid too. If u notice a commerce component is required on all mining bases which means that trading is done when freighters come to pick up the resources i.e. they buy the resources from the base to sell at a port. Oh yea you know what they should add? They should add some sort of 'public advisor' who will update u as to the private sector's needs. But then again they will be adding in a total/average demand counter on your resources screen so i guess that solves pretty much most of the problems.

Plus im assuming that demand shows the civilian demand (not the military/state demand that arises from you spam building a 30 cap fleet ship). If you produce more then your populace demands, the excess goes into your stockpile which is then used for building non-civilian related craft such as your military and state owned ships. Therefore, when u use up your stockpile and STILL need resources, additional resources that are being brought in by freighters/mining vessels will automatically be rerouted to the construction of your state owned ships instead of fulfilling the private demand, which then causes your demand tab in your resources screen to show a positive value.

Im guessing that if you want to build state ships you have to check the stockpile to see if you have enough left in storage to build whatever u want to build and if you dont, i was hoping the devs could come up with a sort of warning that tells u when the total materials needed for a build order exceeds the current stockpile.
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Resan
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RE: Making Money in 1.04

Post by Resan »

ORIGINAL: Erik Rutins

ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.

Adding in the total/average demand is on our list, FYI.

Nice[:)]
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Dadekster
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RE: Making Money in 1.04

Post by Dadekster »

ORIGINAL: Erik Rutins

ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.

Adding in the total/average demand is on our list, FYI.

Outstanding.

I am in the camp of, I'd rather need/have the information and not need it versus I need/would like the information and I don't have it.
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